Nope, 'fraid not. That code seems if anything to makes things a little
worse for me = intermittent screen glitches, with rectangular areas
garbled, and the less frequesnt hangup for a second or so, with the
even less frequent reboot. I am using Samsung Galaxy S, 2.3.3, so
clearly not restricted to HTC. All hangs seem to be locking problems
in SharedBufferStack.
glFlush calls have no effect on my problem. Switching from
glDrawArrays to VBOs and glDrawElements had no effect.

This bug is SO bad and i have spent SO long on it now that I am pretty
much at the stage of junking many months of work and not publishing
the openGL version of my app.

This comes on top of unacknowledged problems in java 2d drawing
routines, the ridiculous DirectBuffer problem in 3.0+ where it
allocates 4* as much memory as you ask for. The list is nearly
endless.

Apple, here I come?


On Aug 13, 8:18 am, Herko Lategan <herko.late...@gmail.com> wrote:
> Guys!!!!! *SOLUTION*!!!!
>
> I finally *found the solution* while watching one of the Google IO talks! I
> have been struggling with this problem for over 2 months now, while
> developing on my HTC Desire, and it made me so demotivated knowing my
> application will freeze randomly for some users! But after hours of
> searching I found a solution done by a Google Developer!
>
> *solution*:
>
> Here is the link to the solution for 
> GLSurfaceView,http://replicaisland.googlecode.com/svn/trunk/src/com/replica/replica...
> Search for *mSafeMode, **check all the results*, he gives a description as
> to why the error occurs (it is because of broken drivers for certain
> chipsets).
>
> I have downloaded the source for this game, so if the links disappear you
> can email me and I'll be happy to share.
>
> Good luck to everyone!

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